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  #231  
Old 04-03-2011, 06:43 PM
Russkly Russkly is offline
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Quote:
Originally Posted by 41Sqn_Stormcrow View Post
Thanks, Finwolf!

Another issue that I believe is not correctly implemented at least for the Spit 2a. It concerns elevator trimming (perhaps also for rudder and aileron trimming, didn't look at this).

Currently, when the trim tab is pointing up (that is its trailing edge) it works as nose up that is it reduced nose-down tendencies without trimming. When trim tab is pointing down it works as nose down. In other words trim tab down "pulls" the elevator down hence making dip the nose while trim tab up "pulls" elevator up hence making the nose go up.

I think it should be the other way round: trim tab down should "pull" elevator up hence making nose rise and trim tab up should "pull" elevator down hence making nose dip down.

Here a little drawing of the horizontal stabilizer with elevator and trim tab to illustrate what I mean.

The upper drawing presents the current situation while I think it should be like in the bottom drawing:


I tried to draw some qualitative stream lines as I think they would be on a real aircraft. I draw the lines closer where there is acceleration and pressure decrease.

Let's consider the upper side for a moment: The elevator and the horizontal stabilizer surface form a profile and with the elevator down the stream lines expand on the upper surface, accelerate and have air pressure reduced. Hence the air "sucks" the tail upward. Now the streamlines hit the trim tab that is - as seen from the air particles - like some sort of obstacle. The particle will rush against it and therefore will decelerate. Pressure climbs up. So lockally in this reagion the air wants to push the surface down. But it is important to note that this pushing down is only lockally that is where the trim tab is. From this results a moment that will push the elevator down so helping the pilot to push the nose down. That's exactly how we want it.

Of course the stream lines on the belly side experience it in the opposite way. First the stream lines want to push the tail up but locally near trim tab it wants to pull the elevator down.

I hope I was able to explain it as I see it in an understandable way.
Think you're right - the current drawing shows an anti-balance tab usually seen on stabilators (prevents too drastic inputs at high speeds, I believe).

What you're showing is the balance or trim tab to reduce stick forces or to trim.

Says the student PPL pilot currently distance studying for all 7 JAR PPL exams...

R
  #232  
Old 04-03-2011, 08:16 PM
41Sqn_Stormcrow
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I just checked again: it seems that the trim tabs are indeed correctly implemented according to my drawings. Can somebody confirm this?
  #233  
Old 04-03-2011, 08:50 PM
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TheGrunch TheGrunch is offline
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Quote:
Originally Posted by 41Sqn_Stormcrow View Post
I just checked again: it seems that the trim tabs are indeed correctly implemented according to my drawings. Can somebody confirm this?
Just checked the Spit Mk. I and they're correct, but that doesn't mean they're correct on every aircraft I guess?

Last edited by TheGrunch; 04-03-2011 at 09:00 PM.
  #234  
Old 04-03-2011, 09:13 PM
lothar29 lothar29 is offline
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Hello, wanted to know that there is a problem which we are having quite a few people, which is that when you change some parameters graphics within the Simulator in video options, sometimes the Luncher.exe stops working with the following problem that the game hangs.


Me to last especially after test Flight Simulator window mode in order to enjoy a little more than... not you but it is a topic that has already happened I sometimes...
  #235  
Old 04-03-2011, 09:57 PM
BobTuck BobTuck is offline
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Default uber me109 frightened the daylights outta me!

I set up a quick high altitude dogfight (using FMB) over Hawkinge, with the spitfires in the dogfight set to land at Hawkinge when they were done.

I ran out of ammo early on, so landed and taxied inside a hangar and watched the melee. After quite some time, a few aircraft were dogfighting at very low altitude (all below 3000 feet). When reduced to 1 ME109 and a handful of spits, the spitfires chose to land, and the 109 decided to strafe the spits on the open airfield, which it did with ease.

It then turned its wrathful attention to those spits that had huddled inside the safety of the hangars (including me). It started its attack dive, and when about 2000 feet up, on a dive angle of about 30 to 40 degrees, it started firing at one of the spits poking out of the hangar. As soon as it started firing, it stopped/hovered in mid-air, still firing, as it took its time to riddle the spit and set it on fire. It was like an () end of level boss, and frighteningly awesome in its ability to bend time, gravity and space to its own will.

Just to prove its own skill, it did it again, this time firing at a spit that was fully protected by the hangar, but the uber-BF tried to shoot out the hangar windows! I was truly scared (and hid under my spit!) It was like something out of Doctor Who.

My system is a core2 quad Q6600 (2.4 GHz), with 4GB ram, 64 bit windows 7 OS, and geforce GTX460 graphics card.

BobTuck.
  #236  
Old 04-03-2011, 10:42 PM
Rattlehead Rattlehead is offline
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Originally Posted by BobTuck View Post
As soon as it started firing, it stopped/hovered in mid-air, still firing, as it took its time to riddle the spit and set it on fire. It was like an () end of level boss, and frighteningly awesome in its ability to bend time, gravity and space to its own will.

Just to prove its own skill, it did it again,.
How did the Germans lose the battle with such amazing pilots and/or planes??
  #237  
Old 04-03-2011, 11:56 PM
Jwam Jwam is offline
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Sometimes, the sound of rolling gear remains during the flight.

Here is a video to show you this bug.

  #238  
Old 04-04-2011, 01:36 AM
Wolfy20x5 Wolfy20x5 is offline
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Hi, firstly the game runs beautifully and is excellent

I noticed too stars through the cockpit dash
Major bug for me is when flying online over direct connect which took me several hours to resolve is I cannot hear other peoples aircraft. No sound what so ever other than my own.

PC
Win 7 64bit
Soundblaster X-FI Extreme
4GB DDR3 1600
ATI XFX 5850 Black (765) Zaba
I5 Quad 3.04Ghz

With trees and building low I can run full settings and works well.
  #239  
Old 04-04-2011, 03:16 AM
BadAim BadAim is offline
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Not sure if anyone else caught this, but the animation for the radiator in the hurrie is backwards: when you open the rad it closes graphically, and vice verse. It physically works fine though.
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Q6600@3.02 GHz, 4gig DDR2, GTX470, Win7 64bit
  #240  
Old 04-04-2011, 10:10 AM
seaeye seaeye is offline
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Some bugs:

1) Gunsight on low illumination setting disapppears in shadow, but reappears in direct sunlight (reversed??)

2) In full realism I managed to belly land a 109 with only my port wing. Applied full left rudder and managed to land with no firther damage to the aircraft.

3) When playing back tracks, the engine doesn't behave as it did in the original flight, as well as that the oil pressure gauge didn't drop in the track as it did in the original flight.

4) Ground noise in 109, Hurri and Spit when stood still.

5) Can't fit Spit with tracers, or modify any loadouts in the QMB. Also, I vote for the return of the old QMB!! Nothing wrong with that and far more customisable.

That's all I can think of right now, sorry if any of these a repeated.

System Specs:
Asus M4A79XTD EVO motherboard
Phenom X4 965 Black Edition CPU - OC to 3.7Ghz
Asus HD6870 Direct CU 1Gb DDR5 GPU
Vengeance 8GB Dual Channel DDR3 Memory Kit
WD 500GB SATAII 7200RPM 16MB Cache Caviar Blue HDD
Arctic Freezer 2 CPU Cooler
580W PSU
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